Dont Make Tuning orbs free :)

I actually have only ever crafted monoecius tuning orbs, but I do have a number of corrupted lodestones I haven’t used.

I don’t rely on stonecutting for income. I don’t think PvP arenas and content should be gated by resources to enter, however if we do this I strongly feel we will need cross server matchmaking as well as some sort of ranking or MMR system.

Unfortunately the development resources for this would be quite substantial so it may take a few months before we see something like that unless they raise population caps and merge more servers.

I pay my 1.5-3.5k entry fee when I do an expedition and I don’t complain, generally the rewards are equivalent or in some cases substantially greater than the expense.

I would rather have expeditions remain very rewarding than become value-less as a result of being able to infinitely run them and I still feel my points above are valid.

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In response to your second point.

By creating a barrier to entry for the expedition, the resources gained exclusively within the expedition have value. E.g Timeless Jewelry shards.

If players can run an infinite number of genesis runs in a day many people will undoubtedly grind it nonstop and subsequently tank the value of those items and ultimately lead to people becoming apathetic towards doing the expedition except for purposes of gaining expertise.

This would also likely contribute towards inflation, you’d be removing the gold-sink of the chisels etc… as well as flowing in loads of gold from the boss kills themselves.

If AGS decides to mitigate rewards in response to this then the expedition will become less desirable to complete. If they don’t then it will become less desirable to complete by default due to the influx of resources and eventual devaluation of the gold and item rewards.

E? How it work?? Why dungeon should cost orb and people pay to enter , but not arena ? Pvp players are special?

If additional gold sinks are needed then the game could charge a fee for “ranked” or competitive PvP where the rewards would be greater than casual PvP.

Maybe the game could host large scale tournaments and destroy a percentage or even all of the gold used as the entry fee. (Provided the other potential rewards are justifiably offset by this fee).

I’m not going to get into game design ideas for potential PvP arena modes but I’m sure there are people who just want to be able to fight each other even with minimalistic rewards, just to test their skills against others.

There would be no need to gate that behind a barrier to entry provided the rewards in most cases wouldn’t be substantial or damaging to the in-game economy.

I disagree on all your points a d think they should either remove orbs or drastically reduce their craft cost by like 90%.

Those dungeons can actually be quite fun and a good source of gold, expertise or gear but their gated behind keys so barely anyone does them appart from laz and gen this is wasted content.

All your points 1.2 and 3 I straight disagree with for similar reasons to what people have already said.

Which would you prefer

1 Log in with an hour or so to spend and just group with some people and run a couple dungeons and have a good time.

  1. Log in and run portals and grind mats with some people to farm part of 1x key to possibly do a run tomorrow?
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How can you disagree with the concept that giving free access to resources isn’t going to devalue them?

Has anyone in this game ever played another MMO in their lifetime?

All MMOs have dungeons. In order to prevent players from farming them endlessly they put lockouts or cooldowns on either the dungeon itself or the loot one can get. If you run M+ in WOW you only get gear the first time you run for that day or in the case of raids, that week. This allows players to run it multiple times (to help guildies, learn it better etc) and not reap all the initial benefits.
So the resources are not “free”, just entering the dungeon is. EVERY SINGLE MMO dungeon has lockouts for gear, you mean to tell me that the NW devs dont know this? Im tired of stonecutters wanting to milk profits for content that should be available.

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Because most of the best things in expeditions such as unique gear and weapons are bind on pickup. The odds of getting them at 600 are also very small anyway so it would have a minimal impact on the economy.

The main thing they should do if they removed orbs would be to reduce the guaranteed large chunks of gold from bosses to combat inflation.

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which would in turn making selling orbs at high prices a much less convincing proposition, as the gain would be far less than the cost

I hate the whole selling of orbs concept anyway. I just run orbs with my company or friends.

They can find another money making method of which this game has loads.

Who said anything about the value of the orbs?

We don’t want them in the game at all , as for loot will be to easy to get? Sorry but almost all items that drop are bad.

What don’t you ask for orbs to be added for open world elite runs or any content?

At the end of the day you can talk forever , but it’s all about the profit . It all comes down to money over fun …

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Imagine this being your major concern for the game right now. AGS is adding pointless forced grind of the same content and letting servers die off daily but this is what matters. Making sure uou get some extra gold off your 200th mindless run of the same pve garbage.

I agree, dont remove them. Otherwise AGS gotta nerf the rewards to the ground, especially gold & drop chance.

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Many people want everything to remain the same just with tuning orbs becoming free. If you do that it will significantly damage the economy with the way rewards are scaled right now.

What excitement would you feel finding a timeless ring shard drop if you know its now worth 50g because people are running the expedition a hundred times a day?

Whenever an open world boss is found to have “good loot” or a “good droprate” for something that item gets farmed into oblivion and whatever loot they had with a decent droprate soon becomes worth substantially less.

The only items with any value from open world bosses are those with substantially reduced droprates. e.g weaponsmith pants, chef shirt, aincient mandible. Unless you want that happening to expedition bosses also then there is going to need to be a way to limit access.

The current method of access limitation encourages players to engage in closing corrupted portals, and running PvP missions. The stonecutting requirement isnt that big a deal as it takes less than a day to get 200 stonecutting assuming your mining level is half decent (I know this because I helped 2 of my friends get is so we could all make monoecious tuning orbs).

If you have another solution I’m all ears but at present I haven’t seen a solution that i feel causes more harm than good.

Another note: I do not make expedition turning orbs, i have never made one, I have only ever made Monoecious tuning orbs. I haven’t even closed 250 portals (proof attached)
breech

Remove orbs - reduce drop rate of shards.

Dungeon loot drop rates are already abysmal for some items, i’ve ran close to now 500 gen runs at max expertise and have only half of the possible named legendarys.

Most people dont like tuning orbs, you are a minority, give it up.

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Disclaimer: I agree with your point, but you are somewhat incorrect in your example. In WoW you have different tiers of dungeons

  • normal - unrestricted access + you always have loot
  • heroic - unrestricted access + you always have loot
  • mythic - endless access but you have loot once a week
  • mythic+ (what mutations are going to be) - after 1 mythic dungeon you get a key and then this key is spammable but changes the dungeon. You get 1-2 items from mobs epic tier droptable at the end of the dungeon depending on how well/fast the dungeon was completed

Other MMOs I’ve played back in the day like TERA for example, too had free access to dungeons.

Current system in New World gives value to some items within the dungeons - that much is true, but turns casual and semi-hardcore players away from the game. There is simply too much grind to enter a dungeon. And the loot inside doesn’t correspond to the effort. My personal experience - after ~20 Genesis runs and ~ 15 Lazarus runs - not a single upgrade from the named items I need. The combined cold value on my server for those keys is ~200k for Gen and ~225k for Laz - total of 425k. divided by 5 players - this is approximately 85k per person. So for my wasted time to craft those keys and the fact that I didn’t sell but entered them, I am 85k behind and approximately ~20-25 hours of game time just to craft my share.

So 85k and not a single upgrade. For that price I could have bought BIS item from TP and not bothered playing the game at all :slight_smile: And no casual player will ever grind for those entries… Maybe even some of the semi-hardcore players.

Instead of making the game playable by all people - casuals and hardcore players and differentiate between the two from the difficulty of the content they do, they made the game playable only by hardcore players.

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I think you’re misunderstanding what people want… we want the orbs completely remove from the game all together. It’s stupid to craft an orb to enter a dungeon. You’re punishing players for not crafting… some of us don’t give a shit about the crafting in this game… it’s too grindy and boring, and not to mention is just shit. Why should you have to be level 200 in stonecutting to be able to craft your own orbs? And with so many bots prowling about makes it even more difficult to farm for the mats…

If I can enter in an OPR without an orb then I should be able to enjoy a dungeon without spending hours on end grinding and farming for mats to craft for the orb.

I can tolerate some grinding, but this one takes the cake.

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Orbs just makes me hate the expeditions more. Paying for expeditions makes me hate them even more more (surprised?)

Btw, highly skilled players dosn’t help inexperienced players. They kicks the noobs from party to make eficient runs.

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No, it’s giving higher skilled player incentive to AVOID lower skilled player. They want to upgrade their gear with M10 runs in a single week, and not run M6 for a month with people who they see as inferior geared/skilled.

Whoever needs to learn the dungeon will only receive some video guides and are expected to know how to prepare. If they suck, they won’t be taken for another run. sad, but true.

You’re talking about eventualities, also a 600 item is already the baseline for gear. You need to upgrade that gear via umbral shards, and that multiple times for a slot in order to still run higher M+ dungeons.

Actual BIS items also don’t really drop. People are still not aware about perks and what actually is useful. Maybe 0.1% of the playerbase actually know what they are doing, the rest eats up some pre-made YT video or guide and call it a day. You can see that with people who use Infamy which is basically the worst named musket you could use. Vicious % is not added to headshots, and the critrate is irrelevant due to beeing a DEX based weapon (+5% crit) and the perks for critrate (100% crit after roll, and 15% crit on 100m distance) which in return makes any more critrate irrelevant. Well you get the idea, people in this game don’t know the game, but they think they know the game.

btw, i’m also constantly learning new facts about perks, so it’s not even something where you can go in expecting to apply knowledge from 2 months ago to today.

No, you can not trade the orbs, you have to start a dungeon timer to consume a orb and people will lose 1-3 minutes just to switch out the key giver. Don’t mistake current key sells with how it technically works for M+ dungeons. (refering to “people in this game don’t know the game, but they think they know the game”)

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game can be hard… but content must be easy accessible… or RIP

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